How FSR2 Upgrade Improves Visual Quality

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Cyberpunk keeps getting better with every patch. From bug fixes, added performance and ray tracing modes on PS5 and Series X, input lag improvements in patch 1.6, and even the S Series getting a 60fps performance mode – the game continues to evolve. Developer CD Projekt RED goes even further with the new patch 1.61, which adds AMD’s FidelityFX Super Resolution, version 2.1 to the game. This is good news for PC owners, of course, but FSR2 is also built into consoles – so what kind of improvement does it bring?

If this is new to you, FSR2 is a smart upgrade technology designed by AMD, ideally to deliver an impressive 4K output image using an internal 1080p image, dramatically improving performance in the process. With the move to FSR2, there is an opportunity to match native display resolutions on every console. However, in my tests, the original accuracy targets on consoles generally appear unchanged and the dynamic accuracy scale is still valid. For example, in Xbox Series S quality mode, we have 1440p as the target, although the lowest possible resolution appears to be moving, from 1296p seen in version 1.6 to 1080p in this new patch.

It is worth emphasizing that the typical processing resolution is between these points in the S Series. Also, the Series S performance mode again targets 1080p as the maximum number possible, while at the lowest point in the GPU taxing areas, the S Series performance mode drops close to 1344× 756 – less than the 800px we scored before the patch. As for the PS5 and Series X? All of them continue to run at a steady 1,440 native pixels in their ray tracing modes, as before. Then FSR2 restores it to look like a 4K image at still moments, quite convincingly. And in performance mode, the resolution is more flexible and adjustable between 1728p and 1260p.

Cyberpunk 2077 patch 1.61 digital casting analysis, focusing on improvements to the FSR2 scale.

The key to boosting image quality 1.61 correction is not in the pixel primes but in the use of FSR 2.1 image processing, and this has a number of pros and cons. First of all, it is worth noting that there is no selector or option in the console to activate FSR, as on a computer. Instead, it is fixed in place, replacing the default temporary protection method, CDPR that was used. Fortunately, in most cases, there is no downside to it. FSR2 improves image quality, whether it’s in still shots, in motion, handling edges, or even in clipping situations – when objects move in the foreground, revealing previously hidden details.

If we take 30fps ray tracing mode as an example, the whole image will be sharper and clearer, and sub-pixel details are better resolved – and only details in general. A long view of the outskirts of the city at night makes it particularly fascinating; Additional details can be noted in the range, including the wording on store signs, and identification of swaying plant life. However, it is not just about enhancing the details. Another strength of FSR2 lies in the logical identification of which monitor components need to be connected. Any item with visible noise, aliasing, or flashing should be dealt with – and FSR2 generally does this more effectively – even if it is not completely eliminated. In fact in the case of wired fences (see the video above for details on this) sometimes the dim widget looks worse than the older TAAU solution, but in the end, it’s a clear win in terms of image quality.

For playing on the go? Well, there is a big upgrade here to deal with delicate items like hair. Simply put, there is less disintegration and more temporal stability with the processing that FSR2 provides to the smallest detail, these sub-pixels, helping to reduce distraction. Fortunately, FSR2 also improved – or at least greatly reduced – the shadows from the previous CDPR solution. In other words, the paths of clear lines left by moving objects are reduced, but not completely eliminated.

In our latest Cyberpunk 2077 piece, we looked at an added 60fps performance mode for the Xbox Series S – now improved with the latest patch.

Panning is the ultimate test of well-being, and once again, the FSR2 manages to enhance overall clarity while walking, or even driving fast forward. Inevitably, there is a bit of a dissociation to the lateral movement, although this is really to be expected given how FSR2 works. During a panoramic shot, FSR feeds new visual data from the edges of the screen – and during a quick rotation, most of the data within the frame will be very different from before. Even with such limitations, Cyberpunk 2077 is still better with FSR2 than without it, but apart from the performance mode, the internal resolution is reduced and so the effect the algorithm creates is more limited. The FSR2 performance modes on the PS5, Series X, and S still offer an overall brightness boost. It’s also worth noting that doubling the frame rate to 60fps here gives the time-based solution more data to work with, meaning that FSR2 has more success with motion in this mode.

Little performance. We’re used to seeing a trade-off between visuals and frame rate, so the question is: With all the advantages of FSR2, is there a difference in how the PS5 or Series plays? The truth is that consoles have always lost the most performance in crowded areas – the market for example – when there’s likely to be a CPU throttling that won’t be affected by FSR2. And taking PS5 as an example in 60fps performance mode, this is still true in patch 1.61. Together with the last tested patch – update 1.5 – there is a difference, albeit not a constant. Sometimes correction 1.61 pushes forward, sometimes it goes back. Subsequent screenshots show that the new patch drops a lot in the 50fps region. But then, it could be a coincidence – due to the gameplay, it’s impossible to sync all the way through.

In general, PS5 and Series X tend to show a similar performance profile in patch 1.61. You can go down to 50fps and lower, just like before. Adding FSR2 doesn’t help remove the gap to 60fps, but the evidence suggests it doesn’t hold it back either. Meanwhile, there is some evidence (on specific mirrors) that Xbox Series S touchpads are faster with FSR2, although this may be due to changes in dynamic resolution and/or the introduction of an AMD upgrade. It’s not a drastic difference and certainly subsequent tests inside Night City don’t make the feature very clear. For PS5, Series X, and S, the most important thing is to improve image quality.

Overall, the FSR2 is a net profit for all the new consoles, as it intelligently picks the details we want to improve while tackling image issues such as shadows on motion and hair shimmers. There’s more stability, fewer distractions and a greater push for detail in the range. The only downside is that the algorithm is still a work in progress, with AMD working on improving the technology so far. Image fragmentation is still a problem, and in fact, the S series in particular has moments where the image is temporarily disintegrated during the primary forward movement. However, Cyberpunk has come a long way since its launch. Every new patch – even additional patches like 1.61 – seem to have an effect, showing that CD Projekt RED is far from finished with the game.

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